| Age | Commit message (Collapse) | Author |
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This fixes text on the menu and in-game.
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The primary focus of this PR is the Eternal Darkness patch which fixes hanging at startup, which prior to this fix makes Eternal Darkness unplayable in hardcore. The MHTri patch was added as well simply because it could be.
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The game calls GXSetDrawDone and then switches the GP fifo without first
waiting for the draw done interrupt to arrive. Before
e96960e2a678f072f316173c80650897013fb99c, Dolphin would not execute the
draw done command and potentially also skip other commands in the old GP
fifo. Since that commit, Dolphin executes the remaining commands on the
old GP fifo just before disabling reads for switching, but because
PixelEngineManager::RaiseEvent() enforces a minimum delay of 500 cycles
for the draw done interrupt, it arrives after the game has switched to
the new GP fifo which seems to trigger the deadlock.
This patch replaces the call to GXSetDrawDone by a call to GXDrawDone
which does the same but also waits for the interrupt.
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GraphicsSettings: EFBAccessEnable=false by default
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Removes the EFBAccessEnable=false explicit game overrides for:
GT6 (Terminator 3: The Redemption)
GXB (SSX3) [deleted - no other configuration]
RTH (Tony Hawk's Downhill Jam)
SNC (SONIC COLOURS) [deleted - no other configuration]
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Adjusts the Texture Cache settings/slider to 512 samples which equates
to the 'middle' option in the UI.
If using the 'Safe' Texture Cache Accuracy mode, the left screen will only render bloom in 2P modes.
If using the 'Fast' Texture Cache Accuracy mode, the Intro Movie will
drop frames near the end when the "Shadow the Hedgehog" game title
letters appear. This mode also can result in artifacts/bleed from bloom
effects in some situations.
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These haven't worked since 2008 (0b5fed62c1b92017ce43a87ba223763a75e7fbef).
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GameSettings: safe texture cache for "Winter Sports 3: The Great Tournament"
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`EFBEmulateFormatChanges = True` properly emulates the blur in the backgrounds.
`ImmediateXFBEnable = False` to prevent epilepsy-inducing FMVs.
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`EFBEmulateFormatChanges = True` properly emulates the blur in the pause screen.
`ImmediateXFBEnable = False` to prevent epilepsy-inducing FMVs and main menu.
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`EFBEmulateFormatChanges = True` properly emulates the blur in the pause screen.
`ImmediateXFBEnable = False` to prevent epilepsy-inducing FMVs and main menu.
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This is required to avoid glitches during Downhill Skiing.
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Ultimate Fitness System
SafeTextureCacheColorSamples is supposed to be for [Video_Settings], but also the medium setting isn't enough to display the missing text.
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The use of any anti-aliasing will cause graphical corruption, which occurs on the ground.
MaxAnisotropy is supposed to be for [Video_Enhancements], but also it doesn't cause any of the issues in game so it is being removed rather than set under the correct heading.
Added a comment on why these values are set.
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The wrong filename was used so the settings weren't being applied.
(All it does is reset the Texture Cache Accuracy to the default setting.)
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Hack is not a valid setting.
Also updated the GameID.
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Both UseXFB and UseRealXFB are obsolete since Hybrid XFB.
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These codes are actually Gecko codes so setting that correctly.
There were errors which pop up when running this game as the comments for AR codes need to be set with hash(#) instead of asterisk(*). I replaced those anyways.
Removed the url in the comment since it's inaccessible and not on wayback machine either.
Also corrected the GameID, the wrong one is listed.
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GameINI: Remove Broken Cheat from "Paper Mario: The Thousand Year Door"
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GameINI: Fix tattoo texture saving in Rabbids Go Home
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Dentomologist/gamesettings_disable_gpu_texture_decoding_when_needed
GameSettings: Disable GPU Texture Decoding when needed
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The wrong filename was used so the settings weren't being applied.
The graphical issues reported were from enhancements that create graphical issues.
EFBToTextureEnable solves some graphical issues but those issues appear for only a few frames, the bulk of the game does not benefit while the setting while it is very sore on performance.
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Nightmare"
ImmediateXFBEnable was disabled originally when enabling VertexRounding was intended
https://bugs.dolphin-emu.org/issues/10186
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Nexus"
ImmediateXFBEnable was disabled originally when enabling VertexRounding was intended
https://bugs.dolphin-emu.org/issues/10186
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The DisableICache setting is supposed to be for [Core]
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Arbitrary Mipmap Detection doesn't work when GPU Texture Decoding is
enabled, so disable GPU Texture Decoding for games where the .ini
enables Arbitrary Mipmap Detection.
Co-authored-by: jeremyie <73066289+McAchi@users.noreply.github.com>
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This is causing graphical glitches on some sprites, specifically the partner character after loading a game.
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These patches were added in bde9a459cdd7a465cf9c9e275bd4562bb072ae7e
and enabled by default in 36ecfdd6b597b0264625d06320a5308147bbc55b.
They allowed the game to run in Dolphin but disabled dynamic shadows.
The game adds 4 to the start address of otherwise valid display lists
for no obvious reason. Now that Dolphin forces 32-byte alignment these
patches are no longer needed.
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SVX.ini: Replace `EFBToTextureEnable=False` with `ImmediateXFBEnable=False`
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`ImmediateXFBEnable=False`
To fix flickering pre-rendered cutscenes, the former doesn't do anything anymore, while the latter does.
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Prototype of a system to whitelist known game patches that are allowed to be used while RetroAchievements Hardcore mode is active. ApprovedInis.txt contains known hashes for the ini files as they appear in the repo, and can be compared to the local versions of these files to ensure they have not been edited locally by the player. ApprovedInis.txt is hashed and verified similarly first, with its hash residing as a const string within AchievementManager.h, ensuring ApprovedInis and the hashes within cannot be modified without editing Dolphin's source code and recompiling completely.
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Logo refresh for android, windows, and linux
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Fixes random crashes and unknown opcode errors.
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